LightMaster7 wrote: »So is this a big FU to redguard sorcerers? So now your saying any class that doesn't have a magic bonus has no business being a magic user or sorcerer class?
John_Falstaff wrote: »@Masel , suppose we'll wait for PTS to roll out. I want to believe, I very much do, just as yourself. But seeing redguard buffs (even max stats turned out to be a buff for most builds, not counting 100-150 regen compared to live), dunmer, orc, wood elf... As a stamina DD (without any crit buffs, too), I see 75 regen and 750 max stamina as a hefty slap in the face when other races bolt way ahead of me. Again.
John_Falstaff wrote: »@JobooAGS , I know, the equlibrium point is around 1270, I was bringing same numbers earlier, a few pages before in this thread. My point is, yes, khajiit got a tiny buff in regen, a tiny buff in max stats. For comparison: redguard got a buff in max stats (small, but still a buff, as long as you're below ~35k max stamina, which is most of the time), and a hefty 100-150 more stamina regen. Meta becomes stronger. Underdogs are at the back of the bus where they were.
John_Falstaff wrote: »@JobooAGS , I know, the equlibrium point is around 1270, I was bringing same numbers earlier, a few pages before in this thread. My point is, yes, khajiit got a tiny buff in regen, a tiny buff in max stats. For comparison: redguard got a buff in max stats (small, but still a buff, as long as you're below ~35k max stamina, which is most of the time), and a hefty 100-150 more stamina regen. Meta becomes stronger. Underdogs are at the back of the bus where they were.
Cundu_Ertur wrote: »weedgenius wrote: »Khajiit
Stealthy: Reduce detection radius by 3m and Increase damage from Stealth by 10% → Lunar Blessings: Increases your Max Health, Magicka, and Stamina by 750.
Overall some very interesting and pleasant stuff but this one is bizarre. Just... what? I think removing the Khajiit stealth bonus is lame enough, but the replacement passive is just "If you play a Khajiit you get 750 extra in your stats." I dunno, just strikes me as off.
Also bummed about Dunmer losing the passive bonus to flame damage. That was a really fun racial bonus that seemed to fit well, although I understand your reasoning based on the problem that was outlined.
Read on with the Khajiit, they get a 5m reduction to their detection radius in the next passive. So they end up with better stealth than they had before (by 2m). However, they do lose the 10% bonus to damage from stealth. Pity the Bosmer who lose stealth and damage from stealth to get a better detection range (which is useless outside of Cyrodil) and a replication of a Bow skill tree passive.
Bosmer effectively have one fewer racial passive than every other race.
Could use a little love. Ask the question: What crafting related benefit could be granted that will always be active? (Refine/deconstruct bonuses? Chance to use fewer resources when crafting/improving?)
vesselwiththepestle wrote: »"Martial Training: Reduces the cost of your Weapon abilities by 8%."
This applies to destruction staff and restoration staff, too, doesn't it?
Could use a little love. Ask the question: What crafting related benefit could be granted that will always be active? (Refine/deconstruct bonuses? Chance to use fewer resources when crafting/improving?)
Maybe slower item degradation / lower repair cost?
Something that always confused me is that Nords and Orcs are for some reason flipped in ESO. Historically in past games and in TES lore, Nords are stronger and more offensive than Orcs, who are more defensively oriented.
Taking a look at bonuses from Morrowind, Oblivion and Skyrim:
Morrowind
Skills: Armorer, Block, Heavy Armor, Medium Armor, Axe
Atttributes: Endurance 50, WIllpower 50, Strength 45
Trait: Resist Magic 25%
Oblivion
Skills: Armorer, Block, Blunt, Heavy Armor, Hand to Hand
Atttributes: Endurance 50, WIllpower 50, Strength 45
Trait: Resist Magic 25%
Skyrim
Skills: Heavy Armor, Block, Enchanting, One-Handed, Smithing, Two-Handed
Even in ESO, Orcs level heavy armor faster than any other race - yet, with this update, they become more squishy than Dunmer and Khajiit.
Orcs should be a sturdy race that stands its ground, and when conditions are met, can go into an offensive berserker rage. I don't see this reflected in ESO that well. And while I appreciate the faster sprint speed, it never made any sense for Orcs to have that, as historically they have been the slowest race of all. Bosmer, Dunmer, and Argonians are the fastest.
I hesitate to make suggestions, as they would probably change too much what Orcs are in ESO. But I don't think it's fair to nerf Orcs' capabilities as tanks so much, and it doesn't make any sense lore-wise.
sneakymitchell wrote: »Could use a little love. Ask the question: What crafting related benefit could be granted that will always be active? (Refine/deconstruct bonuses? Chance to use fewer resources when crafting/improving?)
Maybe slower item degradation / lower repair cost?
Something that always confused me is that Nords and Orcs are for some reason flipped in ESO. Historically in past games and in TES lore, Nords are stronger and more offensive than Orcs, who are more defensively oriented.
Taking a look at bonuses from Morrowind, Oblivion and Skyrim:
Morrowind
Skills: Armorer, Block, Heavy Armor, Medium Armor, Axe
Atttributes: Endurance 50, WIllpower 50, Strength 45
Trait: Resist Magic 25%
Oblivion
Skills: Armorer, Block, Blunt, Heavy Armor, Hand to Hand
Atttributes: Endurance 50, WIllpower 50, Strength 45
Trait: Resist Magic 25%
Skyrim
Skills: Heavy Armor, Block, Enchanting, One-Handed, Smithing, Two-Handed
Even in ESO, Orcs level heavy armor faster than any other race - yet, with this update, they become more squishy than Dunmer and Khajiit.
Orcs should be a sturdy race that stands its ground, and when conditions are met, can go into an offensive berserker rage. I don't see this reflected in ESO that well. And while I appreciate the faster sprint speed, it never made any sense for Orcs to have that, as historically they have been the slowest race of all. Bosmer, Dunmer, and Argonians are the fastest.
I hesitate to make suggestions, as they would probably change too much what Orcs are in ESO. But I don't think it's fair to nerf Orcs' capabilities as tanks so much, and it doesn't make any sense lore-wise.
Just add 500 or 750 more health and extra stam. Orc players will be happy with that.
redroguegambit wrote: »Hello all!
First time posting in the forums, glad to be here I have a question about the free race change token. If I already have a race change token on my account that I bought from the crown store, will the free one be added to my account? so I'll have 2? or will the free one be temporary (so time sensitive), or not provided? Thank you!
oXI_Viper_IXo wrote: »redroguegambit wrote: »Hello all!
First time posting in the forums, glad to be here I have a question about the free race change token. If I already have a race change token on my account that I bought from the crown store, will the free one be added to my account? so I'll have 2? or will the free one be temporary (so time sensitive), or not provided? Thank you!
You will have two after getting the free one. They are not time-sensitive.
To @Moonsorrow, the scenarios you mentioned are very specific, 3960 resistance mitigates all damage but bleeds, and if you value that more than a universally useful passive, then you are basics cherrypicking that one scenario where you might feel nerfed, but neglect that 3960 resistance does not suffer from diminishing returns in mitigation as the 6% damage taken does and mitigates everything else a lot better than the other passive.
To the khajiit statement I can repeat that one to one. In the context of troll king you might feel nerfed, but in exchange for the 20% health recovery you got magicka recovery and retain a value of health recovery that is higher in any scenario where troll king is not active. Magicka recovery is a very important thing in PvP, even on stamina builds.
Cillion3117 wrote: »Dont know why everyone is worrying about the khajiit. Cant take them seriously with that furry tail wagging when they run.